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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 12:11:33 -06:00
LttP: extract Dungeon and Boss from core (#1787)
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@@ -96,7 +96,6 @@ class MultiWorld():
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self.player_types = {player: NetUtils.SlotType.player for player in self.player_ids}
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self.glitch_triforce = False
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self.algorithm = 'balanced'
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self.dungeons: Dict[Tuple[str, int], Dungeon] = {}
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self.groups = {}
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self.regions = []
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self.shops = []
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@@ -386,12 +385,6 @@ class MultiWorld():
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self._recache()
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return self._location_cache[location, player]
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def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
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try:
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return self.dungeons[dungeonname, player]
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except KeyError as e:
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raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) from e
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def get_all_state(self, use_cache: bool) -> CollectionState:
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cached = getattr(self, "_all_state", None)
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if use_cache and cached:
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@@ -801,7 +794,6 @@ class Region:
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entrances: List[Entrance]
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exits: List[Entrance]
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locations: List[Location]
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dungeon: Optional[Dungeon] = None
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def __init__(self, name: str, player: int, multiworld: MultiWorld, hint: Optional[str] = None):
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self.name = name
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@@ -904,63 +896,6 @@ class Entrance:
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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class Dungeon(object):
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def __init__(self, name: str, regions: List[Region], big_key: Item, small_keys: List[Item],
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dungeon_items: List[Item], player: int):
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self.name = name
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self.regions = regions
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self.big_key = big_key
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self.small_keys = small_keys
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self.dungeon_items = dungeon_items
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self.bosses = dict()
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self.player = player
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self.multiworld = None
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@property
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def boss(self) -> Optional[Boss]:
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return self.bosses.get(None, None)
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@boss.setter
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def boss(self, value: Optional[Boss]):
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self.bosses[None] = value
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@property
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def keys(self) -> List[Item]:
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return self.small_keys + ([self.big_key] if self.big_key else [])
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@property
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def all_items(self) -> List[Item]:
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return self.dungeon_items + self.keys
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def is_dungeon_item(self, item: Item) -> bool:
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return item.player == self.player and item.name in (dungeon_item.name for dungeon_item in self.all_items)
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def __eq__(self, other: Dungeon) -> bool:
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if not other:
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return False
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return self.name == other.name and self.player == other.player
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def __repr__(self):
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return self.__str__()
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def __str__(self):
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return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})'
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class Boss():
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def __init__(self, name: str, enemizer_name: str, defeat_rule: Callable, player: int):
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self.name = name
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self.enemizer_name = enemizer_name
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self.defeat_rule = defeat_rule
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self.player = player
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def can_defeat(self, state) -> bool:
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return self.defeat_rule(state, self.player)
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def __repr__(self):
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return f"Boss({self.name})"
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class LocationProgressType(IntEnum):
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DEFAULT = 1
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PRIORITY = 2
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